#include "AssetLoaderScriptParseTree.h" #include #include "Game/T6/T6.h" #include "Pool/GlobalAssetPool.h" using namespace T6; void* AssetLoaderScriptParseTree::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) { auto* scriptParseTree = memory->Create(); memset(scriptParseTree, 0, sizeof(ScriptParseTree)); scriptParseTree->name = memory->Dup(assetName.c_str()); return scriptParseTree; } bool AssetLoaderScriptParseTree::CanLoadFromRaw() const { return true; } bool AssetLoaderScriptParseTree::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const { const auto file = searchPath->Open(assetName); if (!file.IsOpen()) return false; auto* scriptParseTree = memory->Create(); scriptParseTree->name = memory->Dup(assetName.c_str()); scriptParseTree->len = static_cast(file.m_length); auto* fileBuffer = static_cast(memory->Alloc(static_cast(file.m_length + 1))); file.m_stream->read(fileBuffer, file.m_length); if (file.m_stream->gcount() != file.m_length) return false; fileBuffer[scriptParseTree->len] = '\0'; scriptParseTree->buffer = static_cast(fileBuffer); manager->AddAsset(ASSET_TYPE_SCRIPTPARSETREE, assetName, scriptParseTree); return true; }